Several examples of how you can create a scrolling tile engine using Allegro and a mix of C/C++.
DISCLAIMER: I do not claim that this is the best way, nor that this is the 'right' way. It works, and its something I wanted to share. These articles are intended for newcomers to Allegro and Game Programming, not veteran programmers that already know how to create a game. You are free to use this code for educational purposes.
Do not 'mirror' this code on your site, saying that it is yours. Usage of this code requires that you give me credit.

A collection of code optimization techniques. It covers a wide range of optimizations, starting by moving constant expressions out of loops, ranging to more efficient memory management.
It is geared towards C and C++, but still will be useful for related languages like Java, and more general, any kind of procedural language. Code examples are provided in C.

When asked how to create buttons in Allegro for use with say an rpg and not using any additional third party libraries, I created this simple system. I decided to write a tutorial to go along with the code.
And here I share it with you. :)

This will show you how to use menus in allegro.
uses Microsoft Visual C++ and Allegro 4.xx
available as 66.5 KB zip download
containing the MSVC6 project, a compiled exe, and the sourcecode.
Any questions should be sent to me.
-DeveloperX
ccpsceo@gmail.com
http://www.ccpssolutions.com

so, you've go that awesome qb rpg. you've got battles, a story, and graphics. but you use only tile scrolling? this is an archive of pixel scrolling engines done in pure qbasic, no assembly. learn from it but don't rip it. there are six in total.

This is my series of articles on the development of RPGs in thoery, and in programming. I'm not exactly the best person to give out a series of article like this, but with the lack of many tutorials on some of the aspects I plan to cover I hope it'll be a benefit to many.

The first in a series of tutorials that deals with what you need to know to code an RPG in QB.
The main purpose of these tutorials are to teach the quick, and easy methods of RPG design. Basically, the aim is to have fun, and dive right into the RPG.

This is part one of a three-part weekly series on the architecture behind the game 'Sacraments', which was created for the Chloris' Call compo on this site. The article is heavy on Director-speak, but may be of interest to non-Director developers. It's kindly hosted by the folks at director-online.com.

A lengthy article on how to make your own basic Sonic The Hedgehog style terrain follower. Written in a simple and easy to understand manner, but assumes you've already written a basic tile based engine.